hi all. im sorry if i ask a newbie question, but i really newbie in c++ honestly.

i got this error when i try to build solution.
i dont know what files i must show to you, but i want to show 3 files.

precompiled.h
halls_of_lightning.h
boss_loken.cpp

precompiled.h

#ifndef SC_PRECOMPILED_H
#define SC_PRECOMPILED_H

#include "../ScriptMgr.h"
#include "sc_creature.h"
#include "sc_gossip.h"
#include "sc_grid_searchers.h"
#include "sc_instance.h"

#ifdef WIN32
#include <windows.h>
BOOL APIENTRY DllMain( HANDLE hModule,
DWORD  ul_reason_for_call,
LPVOID lpReserved
)
{
    return true;
}
#endif

#endif

halls_of_lightning.h

#ifndef DEF_HALLS_OF_LIGHTNING_H
#define DEF_HALLS_OF_LIGHTNING_H

enum
{
    MAX_ENCOUNTER           = 4,

    DATA_BJARNGRIM          = 1,
    DATA_IONAR              = 2,
    DATA_LOKEN              = 3,
    DATA_VOLKHAN            = 4,

    TYPE_BJARNGRIM          = 10,
    TYPE_IONAR              = 11,
    TYPE_LOKEN              = 12,
    TYPE_VOLKHAN            = 13,

    NPC_BJARNGRIM           = 28586,
    NPC_VOLKHAN             = 28587,
    NPC_IONAR               = 28546,
    NPC_LOKEN               = 28923,

    GO_VOLKHAN_DOOR         = 191325,                       //_doors07
    GO_IONAR_DOOR           = 191326,                       //_doors05
    GO_LOKEN_DOOR           = 191324,                       //_doors02
    GO_LOKEN_THRONE         = 192654
};

#endif

boss_loken.cpp

#include "precompiled.h"
#include "halls_of_lightning.h"

enum
{
    SAY_AGGRO                           = -1602018,
    SAY_INTRO_1                         = -1602019,
    SAY_INTRO_2                         = -1602020,
    SAY_SLAY_1                          = -1602021,
    SAY_SLAY_2                          = -1602022,
    SAY_SLAY_3                          = -1602023,
    SAY_DEATH                           = -1602024,
    SAY_NOVA_1                          = -1602025,
    SAY_NOVA_2                          = -1602026,
    SAY_NOVA_3                          = -1602027,
    SAY_75HEALTH                        = -1602028,
    SAY_50HEALTH                        = -1602029,
    SAY_25HEALTH                        = -1602030,
    EMOTE_NOVA                          = -1602031,

    SPELL_ARC_LIGHTNING                 = 52921,
    SPELL_LIGHTNING_NOVA_N              = 52960,
    SPELL_LIGHTNING_NOVA_H              = 59835,

    SPELL_PULSING_SHOCKWAVE_N           = 52961,
    SPELL_PULSING_SHOCKWAVE_H           = 59836,
    SPELL_PULSING_SHOCKWAVE_AURA        = 59414
};

/*######
## Boss Loken
######*/

struct MANGOS_DLL_DECL boss_lokenAI : public ScriptedAI
{
    boss_lokenAI(Creature *pCreature) : ScriptedAI(pCreature)
    {
        m_pInstance = (ScriptedInstance*)pCreature->GetInstanceData();
        m_bIsRegularMode = pCreature->GetMap()->IsRegularDifficulty();
        Reset();
    }

    ScriptedInstance* m_pInstance;

    bool m_bIsRegularMode;
    bool m_bIsAura;

    uint32 m_uiArcLightning_Timer;
    uint32 m_uiLightningNova_Timer;
    uint32 m_uiPulsingShockwave_Timer;
    uint32 m_uiResumePulsingShockwave_Timer;

    uint32 m_uiHealthAmountModifier;

    void Reset()
    {
        m_bIsAura = false;

        m_uiArcLightning_Timer = 15000;
        m_uiLightningNova_Timer = 20000;
        m_uiPulsingShockwave_Timer = 2000;
        m_uiResumePulsingShockwave_Timer = 15000;

        m_uiHealthAmountModifier = 1;

        if (m_pInstance)
            m_pInstance->SetData(TYPE_LOKEN, NOT_STARTED);
    }

    void Aggro(Unit* pWho)
    {
        DoScriptText(SAY_AGGRO, m_creature);

        if (m_pInstance)
            m_pInstance->SetData(TYPE_LOKEN, IN_PROGRESS);
    }

    void JustDied(Unit* pKiller)
    {
        DoScriptText(SAY_DEATH, m_creature);

        if (m_pInstance)
            m_pInstance->SetData(TYPE_LOKEN, DONE);
    }

    void KilledUnit(Unit* pVictim)
    {
        switch(urand(0, 2))
        {
            case 0: DoScriptText(SAY_SLAY_1, m_creature);break;
            case 1: DoScriptText(SAY_SLAY_2, m_creature);break;
            case 2: DoScriptText(SAY_SLAY_3, m_creature);break;
        }
    }

    void UpdateAI(const uint32 uiDiff)
    {
        //Return since we have no target
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        if (m_bIsAura)
        {
            // workaround for PULSING_SHOCKWAVE
            if (m_uiPulsingShockwave_Timer < uiDiff)
            {
                Map *map = m_creature->GetMap();
                if (map->IsDungeon())
                {
                    Map::PlayerList const &PlayerList = map->GetPlayers();

                    if (PlayerList.isEmpty())
                        return;

                    for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
                        if (i->getSource()->isAlive() && i->getSource()->isTargetableForAttack())
                        {
                            int32 dmg;
                            float m_fDist = m_creature->GetDistance(i->getSource());

                            if (m_fDist <= 1.0f) // Less than 1 yard
                                dmg = (m_bIsRegularMode ? 800 : 850); // need to correct damage
                            else // Further from 1 yard
                                dmg = round((m_bIsRegularMode ? 200 : 250) * m_fDist) + (m_bIsRegularMode ? 800 : 850); // THIS IS WHERE THE ERROR HELD

                            m_creature->CastCustomSpell(i->getSource(), (m_bIsRegularMode ? 52942 : 59837), &dmg, 0, 0, false);
                        }
                }
                m_uiPulsingShockwave_Timer = 2000;
            }else m_uiPulsingShockwave_Timer -= uiDiff;
        }
        else
        {
            if (m_uiResumePulsingShockwave_Timer < uiDiff)
            {
                //breaks at movement, can we assume when it's time, this spell is casted and also must stop movement?
                //m_creature->CastSpell(m_creature, SPELL_PULSING_SHOCKWAVE_AURA, true);

                  //DoCastSpellIfCan(m_creature, m_bIsRegularMode ? SPELL_PULSING_SHOCKWAVE_N : SPELL_PULSING_SHOCKWAVE_H); // need core support
                m_bIsAura = true;
                m_uiResumePulsingShockwave_Timer = 0;
            }
            else
                m_uiResumePulsingShockwave_Timer -= uiDiff;
        }

        if (m_uiArcLightning_Timer < uiDiff)
        {
            if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                DoCastSpellIfCan(pTarget, SPELL_ARC_LIGHTNING);

            m_uiArcLightning_Timer = urand(15000, 16000);
        }
        else
            m_uiArcLightning_Timer -= uiDiff;

        if (m_uiLightningNova_Timer < uiDiff)
        {
            switch(urand(0, 2))
            {
                case 0: DoScriptText(SAY_NOVA_1, m_creature);break;
                case 1: DoScriptText(SAY_NOVA_2, m_creature);break;
                case 2: DoScriptText(SAY_NOVA_3, m_creature);break;
            }

            DoCastSpellIfCan(m_creature, m_bIsRegularMode ? SPELL_LIGHTNING_NOVA_N : SPELL_LIGHTNING_NOVA_H);

            m_bIsAura = false;
            m_uiResumePulsingShockwave_Timer = (m_bIsRegularMode ? 5000 : 4000); // Pause Pulsing Shockwave aura
            m_uiLightningNova_Timer = urand(20000, 21000);
        }
        else
            m_uiLightningNova_Timer -= uiDiff;

        // Health check
        if (m_creature->GetHealthPercent() < float(100 - 25*m_uiHealthAmountModifier))
        {
            switch(m_uiHealthAmountModifier)
            {
                case 1: DoScriptText(SAY_75HEALTH, m_creature); break;
                case 2: DoScriptText(SAY_50HEALTH, m_creature); break;
                case 3: DoScriptText(SAY_25HEALTH, m_creature); break;
            }

            ++m_uiHealthAmountModifier;
        }

        DoMeleeAttackIfReady();
    }
};

CreatureAI* GetAI_boss_loken(Creature* pCreature)
{
    return new boss_lokenAI(pCreature);
}

void AddSC_boss_loken()
{
    Script *newscript;

    newscript = new Script;
    newscript->Name = "boss_loken";
    newscript->GetAI = &GetAI_boss_loken;
    newscript->RegisterSelf();
}

help me please.
and tell me if you people still cant understand how to fix, tell me which files i need to show again.
And if you can fix it, write again the code with the fixed part, cause i really dont understand. im sorry.
thanks in advance.

Looks like missing header. #include <cmath> should help.

Looks like missing header. #include <cmath> should help.

and then what must i do?
i have zero knowledge about C++.

i googling about <cmath>, but i still dont understand.
im sorry.

Where you have this:

#ifndef SC_PRECOMPILED_H
#define SC_PRECOMPILED_H

#include "../ScriptMgr.h"
#include "sc_creature.h"
#include "sc_gossip.h"
#include "sc_grid_searchers.h"
#include "sc_instance.h"

#ifdef WIN32
#include <windows.h>

also include this:
#include <cmath>

(I think that's what pecet is saying though I could be wrong)

I know this thread is cold, but I recently had this problem myself. There is no round function in <cmath> for windows. Instead, you have to implement it yourself. This is rather easy, however:

inline double round( double d )
{
    return floor( d + 0.5 );
}

If you look at this MSDN page, you'll find that while our "friends" at M$ saw fit to include floor() and ceil() but no round().

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